Animal Bloat: Working as Intended?

Magnifico

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What is "Animal Bloat"?
As far as I know, the algorithm governing animal spawning isn't documented anywhere, but after a lot of observation I gather that it works something like this:
  1. The game tracks last time you have spawned a bear, boar, or stag. Either you just automatically get one after X hours since you last one appeared, or the chance of one spawning gradually increases until you are guaranteed to get one after a certain period of time (24 hours?).
  2. Except possibly with an Animal Blessing active, you can't naturally have more than one bear at a time.
  3. Animals take up an amount of "space" equal to the number of workers required to hunt them. There is a hard limit of something like 16 spaces worth of animals.
What this means is that after about two days, if you have been hunting the deer, foxes, and bunnies that appear in the meantime, enough bears, boars, and stags will appear to prevent any of the other animals from appearing. I call this "animal bloat".

Why Animal Bloat is a Problem for Me
Animal bloat means that after a few days where most of my workers are busy, I can't get furs and leather from hunting. I prefer to leave two workers free to harvest fruit trees so I have a steady source of cider coming in to run the Training Blessing. Ideally, I'd like to hunt for fur and leather with these workers too. (If I have all my workers working, it can be literally weeks until I have enough workers free at the same time to take down a bear.) I am about to enter the industrial age, where most upgrades take a week or more, which means that due to animal bloat I will have to five or more days without being able to get fur and leather from hunting deer, foxes, and bunnies.

I worry that I may have shot myself in the foot by getting the level 3 of the Hounds technology ("Increases chance of finding bears and boars by 5% ") by making animal bloat happen faster. It seems perverse to have a technological upgrade be detrimental rather than beneficial.

I suspect that stags are supposed to be a bonus: "Hey! Free crowns!". But, because they contribute to animal bloat, rather than looking forward to one spawning, I dread their appearance a lot of the time.

Reasons Animal Bloat Might Conceivably Be a Intended
It's possible that animal bloat is not an unintended by-product of the spawn algorithm but a feature intended to encourage raiding by making it (if you do enough of it) the only reliable way to get fur and leather while your are in the throes of a long upgrade. It's also possible that there is supposed to be a trade-off between working on more upgrades and keeping workers free so that you can hunt the larger animals.

Both of these seem unlikely, though, because even the possibility of animal bloat is not suggested anywhere in the game. It's pretty clear that it takes two workers to harvest fruit trees and mines, so it's obvious that if you don't leave two workers free, you won't be able to get cider and metal that way until you free up more workers. Similarly, it's clear that you won't be able to hunt big game if you don't leave enough workers free. But it's very definitely not clear that you need to leave at least three workers during a long upgrade if you want to be able to get fur and leather by hunting for the entire duration of the upgrade.

Why Animal Bloat is a Problem for Nexon/BHG
For players in the later ages, where upgrades take a long time, there is not a lot of incentive to log in while they are being built. Harvesting fruit trees and mines provides one reason, but only every couple of hours. You want a game like this to be "sticky", with players logging in frequently and chatting with allies, donating troops, and, conceivably, getting impatient enough to spend crowns to finish early. Since animals spawn more frequently than mines and fruit trees refresh, getting rid of animal bloat so that hunting is always an option would help keep people logging in more often.

Suggested Fixes
  1. This is not my preference, but if animal bloat is indeed working as intended, it should be spelled out somewhere, e.g. a tip on the loading screens that says "Keep workers free to harvest fruit trees and gather metal from mines! Keep even more free to hunt big game!"
  2. Make it so that two space worth of animals (one fox or deer, or two bunnies) can always spawn if size 3+ animals are taking up the rest of the animal spaces.
  3. Add a technology or change an existing one (Hounds, level 3?) to reduce the numbers of workers required to hunt big game by 1. This would let players take down a stag with two workers and thereby prevent animal bloat. It would still be somewhat of a trade-off between being able to hunt bears and boars consistently or keeping more of your workers building upgrades.
 

acied

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Very good observation indeed.

I can also add to this, that I also cancel an upgrade within the first minute to hunt suddenly appearing bears and boars that surprisingly appear when you do not have 6 workers anymore.....

iow, when I have 6 workers walking around, less bears boars and stags appear, then when the workers are busy, they suddenly appear.

That is also done on purpose within the alghorithm and adds to the animal bloat problem
 
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Cannibals

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I have noticed this too, but I've learned to turn it to an advantage. I'll spend up to an hour starting and canceling an upgrade to draw out big game. Somehow those bears and boars can't resist a worker swinging a hammer! It doesn't seem to work for stags.
 

GroteKoning

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Aug 28, 2015
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Spot on. I hate it when that happens.

Ratio between leather and fur is ridiculous. I get swamped with deer and seldom foxes or bunnies. When they eventually appear, they seldom have fur.
 

Eddie F1

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A further problem to add to the list:

When you do get 2 bears, 2 boars and stags clogging the place up and no deer or bunnies can appear the Timed Quest for kill 50 bunnies or 35 deer just elapse with zero killed, so you're looking at the Old Guy waiting for them to time out and get a new one.
 

Onley

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Last month I spent one month logging the animal quantity, type and resources gained after hunting and decided they must be using a bag of marbles type algorithm. Everything evens out around 5-6 days. One day I'll have a lot of bears or leather then 5 days of nothing, then another day of abundance. But the data was about the same for the whole month when comparing it across a 5-6 day spread.
 

Europeos

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Ideally we should have hunters independently from workers. That would be an incentive to be on the game when all workers are busy. A win win situation.
 

Eddie F1

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As I have potentially 135 crack riflemen sat in the barracks (who can't be bothered to defend either) and 5 watch towers with 3 bods each armed with rifles, who can take down a Zeppelin, there is plenty of choice for popping the odd bear.
 

Aurelius...

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Two additional possible fixes:

1. If a player clicks on a large animal and doesn't have enough workers free, give them the option to delay an upgrade for an hour to complete the hunt.

2. Alternatively, give us the option to scare animals back into the forest. (Just shooting them without processing them for food seems a bit grim.)
 

Tsamu

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I have noticed animal bloat (I call it glut) too, and have developed a build strategy to cope. I am late stage Enlightenment, so I still have some 3 day build times. I start a 3 day build on Monday, then another on Tuesday, and another on Wednesday. Then I keep starting a build each day, so that I never go more than 24 hours without having 5 or 6 workers available.

Once I have used up all the 3 day builds, I will keep 4 workers out so I can at least clear the boars and stags. Or I will set them to upgrading farms and caravans, which I stopped improving once the ROI got stupidly low.
 

Funks

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Very good observation indeed.

I can also add to this, that I also cancel an upgrade within the first minute to hunt suddenly appearing bears and boars that surprisingly appear when you do not have 6 workers anymore.....

iow, when I have 6 workers walking around, less bears boars and stags appear, then when the workers are busy, they suddenly appear.

Hmm dont know about that. Ive got 6 people free atm excatly and Im getting actually lots of bears and boars! I do find, [and will always stand by this], that the spawning of recources be it animals, fruit and iron is on a definite rotational basis! One week you'll get loads of deer, the next lots of fur. It needs to be evened out. Whats the point of stacks of deer and no iron or fur etc.
 

Radzeer

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Stags are the triggers/showstoppers, imho.
If I have 3 stags in my base no new animals are respawning... I prefer to have for this reason 3 workers free, and voila although having 2 bears and 2 boars in my base still find enough deer, foxes and rabbits to hunt.
 

Magnifico

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3!? thght the max was two that can be running round at a time

The 4th level of the Hounds technology increases the stag limit to 3.

A bear, a boar, and two stags is still enough to keep any smaller animals from spawning, though.
 

Ravenlord

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Well my boars and bear spawning algorithm must be rusted. I've had no bears or boars spawn in my IA Roman nation since Feb. FEB!! I hunt animals semi-regularly as I get enough goods from raiding but I have tried the AB with no animals in town, a few animals in town - just keep getting deer, foxes & rabbits plus the occasional stag. 3.5 months with no boars or bears. (library research is done btw)
 
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